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2008-11-26* Added 'Particle System' entries as children of particle system modifiers ↵Matt Ebb
in the outliner. Clicking on one activates it and takes you to the object buttons - it's a lot better to see what's going on than a little < 1 Part 5 > that gives very little indication.
2008-11-23[#18021] Rotating gets locked to axis after trackball rotate mode is enteredMartin Poirier
Reset transform restriction flags when switching to other transformations while running. Also don't draw constraint if no constraint flag is on (old annoyance).
2008-11-14==Armature==Martin Poirier
Fix the roll mess in transform. Since roll is based on an automatically calculated up axis, transforming bones would mess up bone orientation. This code automatically adjusts the roll value to keep bone orientation as consistant as possible. That works all around in transform for all transformations. Doesn't work with x-axis mirror though as that doesn't use transform elements (fixing it would be nice for later) Most interesting is that it works with the mirror tool (obviously), so you don't have to fix all the rolls after mirroring one side of an armature. It could be made an option if someone presents a good enough point for that, but I can't see why you'd want the previous mess instead. NB: this also ports a utility fonction from etch-a-ton to set bone roll from an up axis.
2008-11-12Patch #7897 Texture Nodes!Ton Roosendaal
Robin (Frrr) Allen did a decent job on this, so we can also welcome him as a member in the svn committers team to maintain it! I do the first commit with some minor fixes: - get Makefiles work - fix rounding issue with tiles on unit faces - removed UI includes from tex node A nice doc in wiki is here: http://wiki.blender.org/index.php/User:Frr/TexnodeManual On the todo for Robin is: - When using one or more Texture-input nodes, you cannot edit them by activating (as works now for Material nodes). - The new "output node" option fails on the default case, when only one output node is active. It then shows often a blank menu. Will get fixed asap. - When using a NodeTree-Texture as input node, the menu for 'active output' should not show. NodeTree should ignore other nodetrees to keep things sane for now. - On a future todo is proper usage of "Dxt" and "Dyt" texture vectors for superior antialising of checkers/bricks. General note; I know people are dying to get a full integrated shader system with nodes. In theory we could merge this with Material Nodetrees... but I rather wait for a solid and very well thought out design proposal for this, also including design ideas for unifying with a shader language (GPU, CPU). For the time being this is a nice extension of current textures. :)
2008-11-11Chain rotations for objects and pose bones (for teamto)Martin Poirier
This commit adds an exception for rotations (standard rotation and tracball) to still work on children of transformed objects and bones in an expected fashion. That is, you can select a chain of finger bones and rotate to flex them all at once. Notes: [1] This could be expended to other transformations if needed. [2] Center of transformation is determined using the same principle as hinge bones (transformed children aren't taken into account)
2008-10-28merge 17122:17206Martin Poirier
2008-10-28Add compile time define to disable skeleton generation and retargetting UI ↵Martin Poirier
(disabled by default). This is done to make merging make in trunk painless.
2008-10-26Bugfixes:Joshua Leung
* #17900 - IK Constraint was not included regardless of what Visual-Keying method was used * Deleting a Bone Group now corrects indices of those groups that occurred after the one that was deleted * No more click-a-mania - Delete all vertex groups from a Mesh (Ctrl-Shift-G menu)
2008-10-20merge 16951:17122Martin Poirier
2008-10-11Grease Pencil Bugfixes:Joshua Leung
* Fix for #17808: Can't compile using SunCC - gpencil.c uses DOS line endings. Added some svn-properties on gpencil files and also keyframing ones that I added, so that this shouldn't be a problem anymore. * In Node Editor, it is now possible to close an open Grease Pencil panel when there is no node-tree being shown (i.e. after switching between node editing modes)
2008-10-06merge runk 16887:16950Martin Poirier
2008-10-06use uint8_t and uint32_t rather then Uint8 and Uint32, (mingw didnt know ↵Campbell Barton
about Uint's)
2008-10-05Grease Pencil:Joshua Leung
* Separated duplicate methods out into several functions * Added copy/paste for gp-frames in Action Editor. Only strokes that are appropriate for the spacetype that the destination layer belongs to will be added to avoid wasted memory usage. Otherwise, was impossible to move sketches between views/layers (which was intended for PyAPI access that didn't get done). Note: there will currently still be an extra gp-frame created, even if the current no strokes got pasted. There's commented out code which would delete it, but somehow that causes errors, so better to be safe for now.
2008-10-04Fix for bug #17752: the particle modifier convert button didn'tBrecht Van Lommel
do anything for dupli objects and groups, which could already be converted with ctrl+shift+A, but convert can do it as well.
2008-10-03merge trunk 16118 -> 116886Martin Poirier
2008-10-02Keyframe Checking (i.e. does given frame have a keyframe) is now implemented ↵Joshua Leung
in the keyframing api. Replaced the method used in to check if there's a keyframe on the current frame, when drawing the active object name / frame number info with this new code. - It should in theory be faster than the previous code, as it doesn't have to build an entire list everytime of all keyframes, and also uses more efficient search method. - Added some settings to control what sources of animation data are used (per 3d-view). Can be found in the View Properties panel. This should be stable... release builders should ignore this commit for now (to avoid having differences between release candidates).
2008-09-30Bugfix: Joshua Leung
Keyframing from Buttons Window was broken for Materials/Lamps/Worlds due to a mixup regarding the correct adrcodes for texture-slots.
2008-09-30Add 2 items to CTL-A menu: Scale to ObData and Rotation to ObData. These ↵Benoit Bolsee
options allows to apply separately the scale and the rotation to the object data. Usefull to physics compound objects that do not support scaling.
2008-09-29resolve some compiler warnings with intel c/c++ compilerCampbell Barton
* subsurf code had a lot of unused variables, removed these where they are obviously not needed. commented if they could be useful later. * some variables declorations hide existing variables (many of these left), but fixed some that could cause confusion. * removed unused vars * obscure python memory leak with colorband. * make_sample_tables had a loop running wasnt used. * if 0'd functions in arithb.c that are not used yet. * made many functions static
2008-09-27text editor changesCampbell Barton
* out of sync text dosnt automatically popup a menu anymore since it was too easy to click on it without intending to, moved this to an alert button on the header. * "_" character was acting as a delimiter, but in python its not. * renamed "File" to "Text" (so as not to confuse with blenders file menu) * added redraw_alltext function to remove many duplicate loops where every text display is redrawn.
2008-09-27Auto-Keyframing (per scene):Joshua Leung
Now auto-keyframing can be enabled/disabled per scene (with the insertion mode also stored per scene). The flags used when insertng keyframes are still stored in the user-prefs. New scenes have their auto-keyframing settings initialised from the user-preferences.
2008-09-27Keyframing:Joshua Leung
* Tidied up code a bit to remove an extra var declaration that may have been causing problems with Visual Keying * Added buttons to Insert/Delete keyframes from current frame into Timeline header. Note that it preferentially works will insert keyframes for a 3d-view (if it exists), otherwise it "should" take the largest area available.
2008-09-26Patch #17346: Align bones in edit modeJoshua Leung
Submitted by: Lorenzo Pierfederici (lento) This patch adds the CTRL-ALT-A hotkey to align bones in armature edit mode. It works the same way as parenting: selected bones will be aligned with active bone, if only one bone is selected it will be aligned with its parent (if any) Thanks!
2008-09-26Keep persistent results for retargeting. Easier weight adjustement.Martin Poirier
Will have to do a second pass tomorrow to fix some leftovers.
2008-09-25This is part of the cleanup Campbell wanted :)Kent Mein
Just getting rid of license_key stuff. The project files still need to be updated: projectfiles_vc7/blender/src/BL_src_cre.vcproj projectfiles_vc7/blender/blendercompactNG.vcproj Just search for these files in them. Kent
2008-09-22KX_PythonInit.cpp - workaround for current sandbox and possible fix. no real ↵Campbell Barton
change for now but others may want to look into it. blendef.h - removed some unused defines. editipo_mods.c - deselect all was selecting instead.
2008-09-20simple changes for bez point selection. use as a flag incase other flags are ↵Campbell Barton
stored in bezt->f1,2,3
2008-09-20== Outliner ==Diego Borghetti
Commit patch #8195 New outliner mode: Sequence, it's show all the sequence and strip that we have in the outliner, split it for type (particle, sound and so on..). Some notes to take care: * The strip can be selected with LMB * The sequence can be deleted with XKEY (all the selected) * The "Meta" are stored in a single tree (Meta Strip) with all the sequence. * Duplicate sequence (with the same name) are store in a single tree and you can select all the Sequence with LMB in the "root" entry. * Also show the directory path. [ As Ton point in the tracker, still need more work (and options, Luca made a really good list in the tracker), so move to the trunk and start working here, probably a good topic for next meeting. ]
2008-09-20== Render ==Diego Borghetti
Commit patch #7788, allow to set the render step, so it's possible make render every N frames only. The step is change in Scene buttons (F10), below start and end frame buttons. Also add a command line options (-j), so it's possible to overwrite the file step (useful for renderfarm). [ Brecht, this work with OpenGL renders and simulated the skipped frames, please double check ]
2008-09-14== Global 'Delete Key' Tool ==Joshua Leung
The 'opposite' of the "Insert Key" tool. - Use the hotkey Ctrl-Alt-IKEY to activate. - Only available in 3d-view and buttons window I've added an extra var to verify_ipo and verify_ipocurve to save having to make another duplicate of that code. Hopefully the gameengine compiles ok with this.
2008-09-14More bugfixes:Joshua Leung
* Added missing includes * Fixed typos in header * Added code to get ipo for 'Available' keyingsets to work
2008-09-14== Keyframing - Cleanup of API ==Joshua Leung
* Moved all keyframing functions to their own file (keyframing.c) * Merged all the different keyframing options (needed, visual, fast) into a single API call. The direct benefit of this is that it allows them to be used in conjunction with each other. Also, this means that when using the IKEY, autokeying settings for these are respected too. * Implemented 'keyingsets' system (instead of directly calling insertkey on relevant channels), which is easier to maintain and cleaner. A keyingset basically defines all the channels that can be keyframed together. This paves the way for custom keyingsets sometime down the track (and also for quick-insert keyframes for previously used keyingset). Menus for choosing the keying set to use are generated automatically from the definitions.
2008-09-12Fix segmentation fault in ipo transform.Diego Borghetti
The NLA_IPO_SCALED define don't check if we have a Ipo Space open, so in some case (like when you move a rig with locrot key) when the function make_ipokey_transform is called, Blender crash.
2008-09-10Fix for bug #8132: on Mac OS X 10.5 with Nvidia cards drawingBrecht Van Lommel
background images and node previews goes wrong. The exact cause of that is not sure, may be a driver bug, workaround is to fall back to another slower function.
2008-09-10Fix for bug #17443: make bone heat weighting solve a bit lessBrecht Van Lommel
sensitive to poorly shaped geometry, should succeed solving in more cases now.
2008-09-08Bug #17317Ton Roosendaal
Vertexpaint mode: option "paint mask" (Fkey) missed redraw for buttons
2008-09-07Draw icons in the layer button to show used layers as well as layer of ↵Campbell Barton
active object, this is a feature from apricot but used button color instead which was confusing.
2008-09-07Grease Pencil - Stick to View for Sequencer:Joshua Leung
The 'Stick to View' feature now works in the sequencer (image previews)
2008-09-05Grease Pencil - Available in Image Editor:Joshua Leung
Grease Pencil is now available in the image editor. It is important to note that the strokes drawn WILL NOT become part of the image visible at the time. Unfortunately, 'fancy' stroke drawing cannot be enabled for use with the 'Stick to View' setting here, as the scaling is wrong.
2008-09-05Merge of first part of changes from the apricot branch, especiallyBrecht Van Lommel
the features that are needed to run the game. Compile tested with scons, make, but not cmake, that seems to have an issue not related to these changes. The changes include: * GLSL support in the viewport and game engine, enable in the game menu in textured draw mode. * Synced and merged part of the duplicated blender and gameengine/ gameplayer drawing code. * Further refactoring of game engine drawing code, especially mesh storage changed a lot. * Optimizations in game engine armatures to avoid recomputations. * A python function to get the framerate estimate in game. * An option take object color into account in materials. * An option to restrict shadow casters to a lamp's layers. * Increase from 10 to 18 texture slots for materials, lamps, word. An extra texture slot shows up once the last slot is used. * Memory limit for undo, not enabled by default yet because it needs the .B.blend to be changed. * Multiple undo for image painting. * An offset for dupligroups, so not all objects in a group have to be at the origin.
2008-09-04Cleaned up some small warnings.Kent Mein
Kent
2008-09-03Prebuild an indexed edge list for faster connectivity loops when applying ↵Martin Poirier
dijkstra and harmonic function calculations. Drops the runtime for that part of the algo by a lot (39k edges from 16s to 0.6s)
2008-09-01Text Editor (GSOC 2008)Ian Thompson
======================= Merge of branch soc-2008-quorn to trunk: Merged 14970:16308 to trunk@16307, updated to HEAD. Merged 16318 Main features from this branch: - Python text plugins - Suggestions and documentation elements - Improved syntax highlighting - Word wrap - Additional editing tools - Various undo and clipboard fixes - File header info and modification checks
2008-08-31== Grease Pencil Conversions - Armature ==Joshua Leung
Can now also convert active layer to a series of bone chains. Each stroke will be converted to a chain of connected bones. At the moment, it is still necessary to manually recalculate roll angles after the armature has been created, as the bones are not assigned the correct roll angles yet.
2008-08-30Merge from trunk 16122-16307Ian Thompson
2008-08-28== Apply Current Pose as New Restpose ==Joshua Leung
In PoseMode, the Ctrl-A hotkey can now be used to apply the current pose as the new restpose for the armature. Notes: * Roll correction may not be totally correct on bone chains, but is ok in most cases. * Objects that are bone parented to the armature where this is applied are not correctly adjusted yet. * It is advisable to 'apply' the existing armature deformations to geometry deformed by the armature before applying this, to prevent unexpected results. * No menu entry yet... will add in due course.
2008-08-27== Grease Pencil - Conversions + Bugfixes ==Joshua Leung
* New stuff: Grease Pencil strokes on the active layer can now be converted to 3d curves (geometry). More work is still needed to make the result look be more optimal (i.e. extruded curve) * Bugfix: Spacing between collapsed layers is more compact now
2008-08-26First draft for hybrid retarget/generate (turned off)Martin Poirier
Some debugging code for filtering Control bones link propagation (can deal with reverse foot rig now). Bones marked as locked are ignored (useful to unlink character base)
2008-08-25== Grease Pencil - Drawing + Eraser Improvements ==Joshua Leung
Drawing Improvements: * Single 'dots' now draw rounded * Strokes being drawn are drawn 'solid' instead of as dotted lines Eraser: * Now operates interactively, so no more wait to see if stuff was erased * An influence circle is now drawn - the radius of this is defined as the thickness^2
2008-08-25Little feature requestMartin Poirier
Adding numerical input support to edge slide (and at the same time, loop cut). Also clean up NumInput functions for external use. I might have a second pass at this to make it even easier.